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https://github.com/Kelsidavis/WoWee.git
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refactor: remove debug diagnostics from combat and animation code
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parent
0e74e0f951
commit
0a22b0d41a
3 changed files with 2 additions and 26 deletions
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@ -433,19 +433,10 @@ void CombatHandler::handleAttackStop(network::Packet& packet) {
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void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
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AttackerStateUpdateData data;
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if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) {
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LOG_WARNING("ATTACKER_STATE_UPDATE: parse failed, remaining=", packet.getRemainingSize());
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return;
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}
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if (!owner_.packetParsers_->parseAttackerStateUpdate(packet, data)) return;
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bool isPlayerAttacker = (data.attackerGuid == owner_.playerGuid);
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bool isPlayerTarget = (data.targetGuid == owner_.playerGuid);
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LOG_WARNING("ATTACKER_STATE_UPDATE: attacker=0x", std::hex, data.attackerGuid,
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" target=0x", data.targetGuid, " player=0x", owner_.playerGuid, std::dec,
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" isPlayerAttacker=", isPlayerAttacker, " isPlayerTarget=", isPlayerTarget,
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" dmg=", data.totalDamage, " hasCallback=", (owner_.meleeSwingCallback_ ? 1 : 0));
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if (!isPlayerAttacker && !isPlayerTarget) return; // Not our combat
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if (isPlayerAttacker) {
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@ -380,7 +380,7 @@ AnimOutput CombatFSM::resolve(const Input& in, const AnimCapabilitySet& caps,
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}
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}
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if (animId == 0) {
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LOG_WARNING("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
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LOG_DEBUG("CombatFSM: MELEE_SWING resolved animId=0, falling back to STAND");
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animId = anim::STAND;
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}
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loop = false;
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@ -93,9 +93,6 @@ void AnimationController::playEmote(const std::string& emoteName) {
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auto* characterRenderer = renderer_->getCharacterRenderer();
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uint32_t characterInstanceId = renderer_->getCharacterInstanceId();
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if (characterRenderer && characterInstanceId > 0) {
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bool hasAnim = characterRenderer->hasAnimation(characterInstanceId, animId);
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LOG_WARNING("playEmote '", emoteName, "': animId=", animId, " loop=", loop,
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" modelHasAnim=", hasAnim);
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characterRenderer->playAnimation(characterInstanceId, animId, loop);
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lastPlayerAnimRequest_ = animId;
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lastPlayerAnimLoopRequest_ = loop;
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@ -246,17 +243,6 @@ void AnimationController::triggerMeleeSwing() {
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if (durationSec > 1.0f) durationSec = 1.0f;
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meleeSwingTimer_ = durationSec;
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// Diagnostic: log the melee swing trigger with key state
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const auto& caps = characterAnimator_.getCapabilities();
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auto* cc = renderer_->getCameraController();
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LOG_WARNING("triggerMeleeSwing: meleeAnimId=", meleeAnimId_,
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" dur=", durationSec,
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" caps.melee1H=", caps.resolvedMelee1H,
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" caps.melee2H=", caps.resolvedMelee2H,
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" caps.meleeUnarmed=", caps.resolvedMeleeUnarmed,
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" grounded=", (cc ? cc->isGrounded() : false),
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" probed=", capabilitiesProbed_);
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if (renderer_->getAudioCoordinator()->getActivitySoundManager()) {
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renderer_->getAudioCoordinator()->getActivitySoundManager()->playMeleeSwing();
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}
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@ -1062,7 +1048,6 @@ void AnimationController::updateCharacterAnimation() {
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if (!capabilitiesProbed_) {
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probeCapabilities();
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} else if (meleeSwingTimer_ > 0.0f && !characterAnimator_.getCapabilities().hasMelee) {
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LOG_WARNING("Re-probing capabilities: melee swing active but hasMelee=false");
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capabilitiesProbed_ = false;
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probeCapabilities();
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}
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